Finding Every Daedric Shrine in Oblivion: What You’re Probably Missing

Finding Every Daedric Shrine in Oblivion: What You’re Probably Missing

You're wandering through the Great Forest, the music shifts to that low, humming drone, and suddenly there’s a massive stone statue looming through the trees. It’s imposing. It's a little creepy. Most players remember their first time stumbling upon one of the Daedric shrines in Oblivion because they feel fundamentally different from the rest of Cyrodiil’s landscape. While the cities are all clean marble and Order, these shrines are messy, chaotic, and usually surrounded by worshippers who haven't showered since the Third Era started.

But here’s the thing: finding them all isn't just about getting the "Acloyte" or "Hero" trophies. It’s about the loot. We're talking about game-breaking artifacts like the Oghma Infinium or Azura’s Star. If you aren't hitting these up, you’re basically playing the game on hard mode for no reason.


The Grind for Level 20 and Beyond

Let’s be real. You can't just walk up to Clavicus Vile at level 2 and expect him to give you the time of day. Most of the Daedric shrines in Oblivion are level-gated. It’s annoying. You find the location, you hike all the way up a mountain, and the follower tells you that you "lack the renown" or some other polite way of saying you’re a noob.

Azura is the easy one. You can hit her up at level 2. She’s the gateway drug of Daedric quests. But if you want the heavy hitters—looking at you, Boethiah and Hermaeus Mora—you’ve got to put in the work. Boethiah requires level 20. Hermaeus Mora? You have to have finished every other Daedric quest and reached level 20. It's the ultimate endgame.

Why Azura is the Most Important Stop

Located north of Cheydinhal, Azura’s shrine is basically mandatory. The reward is Azura’s Star. It’s a reusable soul gem. Honestly, if you’re into enchanting or recharging your Umbra sword, this is the only item that matters. The quest itself is kind of tragic—you’re basically putting her former followers out of their misery because they turned into vampires. It’s dark, but that’s the Daedra for you.


Tracking Down the Locations Without Losing Your Mind

Mapping out all Daedric shrines in Oblivion is a nightmare if you’re just aimlessly running through the woods. Cyrodiil is huge. It’s 16 square miles of repetitive trees and rocks.

Most people find them by talking to NPCs in cities or reading specific books like "Modern Heretics." But let's skip the roleplay for a second. If you want the locations, you need to know where the clusters are. A lot of them are tucked away in the Nibenay Valley or the Jerall Mountains.

The West Weald and Gold Coast Shrines

Malacath is north of Anvil. He wants you to free some ogres. It’s actually one of the more "moral" quests if you squint hard enough. Then you’ve got Sanguine, tucked away in the forest northwest of Skingrad. His quest is legendary. You literally crash a party at Castle Leyawiin and cast a spell that strips everyone naked. It’s hilarious, but keep in mind, the guards will absolutely try to kill you afterward.

  • Vaermina: Located on the shores of Lake Poppad. Bring a Black Soul Gem.
  • Peryite: He’s on the banks of the Silverfish River. His followers are frozen in a trance. It’s one of the weirdest visuals in the game.
  • Mephala: Go to the Roxey Inn, head north. You have to start a blood feud between two families. It’s messy work.

The "Secret" 15th Shrine

Most players think there are only 14 shrines because that's what the early guides said. They forget about Hermaeus Mora.

You don't just "find" Hermaeus Mora. He finds you. Once you’ve done the other 14 and reached the level cap, a guy named Casta Flavus will track you down. He's like the Daedric version of a courier. The shrine itself is way up in the northwest, hidden in a deep mountain pass. The reward? The Oghma Infinium. It’s a book that boosts your stats permanently. It is, without a doubt, the single most powerful item in the game.

What People Get Wrong About Hircine

Hircine’s shrine is south of the Imperial City. Everyone thinks you need to be a werewolf or something. Nope. This isn't Skyrim. You just need a Wolf or Bear skin to start the quest. You go kill a unicorn. Yeah, a unicorn. It’s at Harcane Grove. If you’re playing a "good" character, this quest feels bad. But the Savior’s Hide armor is worth the moral bankruptcy. It has incredible magic resistance.


The Difficulty Spikes

Some of these Daedric shrines in Oblivion lead to absolute meat-grinder dungeons. Boethiah’s quest, "Tournament of Ten Bloods," is literally just a gauntlet of NPCs trying to murder you in a pocket dimension of Oblivion. If your gear isn't repaired and your potions aren't stocked, you will die. Multiple times.

Then there’s Namira. Her shrine is east of Bruma. She hates "pretty" people. You have to lower your Personality attribute to even talk to her. Drink cheap wine. Seriously. It tanks your stats enough that she’ll finally acknowledge your existence. It's a weird mechanic that most modern games would never include.

Quick Reference for Offerings

You can’t just show up empty-handed. These Princes are divas.

  1. Sheogorath: Needs Lettuce, a Lesser Soul Gem, and Yarn. Don't ask.
  2. Molag Bal: Needs a Lion Pelt.
  3. Clavicus Vile: Needs 500 gold. He’s the only one who takes cash.
  4. Meridia: Needs "undead remains" (Mort Flesh or Bonemeal).
  5. Nocturnal: No offering required, just be level 10.

Why Nocturnal is the GOAT

If you’re a thief or anyone who hates the lockpicking minigame, find Nocturnal’s shrine northeast of Leyawiin. The Skeleton Key is an unbreakable lockpick. It also boosts your Security skill by 40 points. It basically breaks the economy of the game because no chest is off-limits anymore. You can just spam the "auto-attempt" button until it opens.


Look, the Daedra aren't "good." Even the "good" ones like Meridia or Azura are pretty arrogant. But if you're trying to see everything the game has to offer, you have to lean into the darkness.

Molag Bal’s quest is arguably the most "evil." He wants you to go to Brindle Home and convince a guy named Melus Petilius to murder you with a cursed mace. You have to stand there and let a grieving widower beat you to death. It’s grim. But that’s the writing that makes Oblivion stand out compared to the more sanitized quests in later RPGs.

The Wabbajack Factor

We have to talk about Sheogorath. His shrine is in the border region between Bravil and Leyawiin. The Wabbajack is the reward. It turns enemies into random creatures. Sometimes it turns a scary Daedroth into a tiny sheep. Sometimes it turns a rat into an Ogre. It’s a gamble. It’s also the most fun you can have in the game.


Practical Steps for Your Next Playthrough

If you’re planning to hit every single one of the Daedric shrines in Oblivion, do it in an order that makes sense. Don't wander.

First, power-level your combat skills. You don't want to reach level 20 for Boethiah and realize your blade skill is only 40. Second, hoard weird items. Keep every pelt, every piece of yarn, and every bit of glow dust you find. You'll thank yourself when you don't have to trek back to a city just to find a head of lettuce for Sheogorath.

Third, get the Skeleton Key early. Level 10 is the requirement. Once you have it, the rest of the dungeons associated with these shrines become much easier because you aren't worrying about running out of lockpicks in a damp cave.

👉 See also: Cookie Clicker Sugar Lumps: Why They Are The Biggest Bottleneck In Your Bakery

Lastly, pay attention to the dialogue. The Daedric Princes have some of the best voice acting and writing in the game. They provide a lot of the lore that explains why the Oblivion Crisis is happening in the first place. They aren't just quest-givers; they’re the architects of the world's misery.

Go to the Roxey Inn north of the Imperial City. This is the best starting point because the NPCs there will actually mark several shrine locations on your map if you talk to them. It saves you hours of aimless mountain climbing. Map out a route that starts in the north near Bruma, circles down through the Nibenay Basin, and finishes in the Gold Coast. This loop covers about 80% of the shrines with minimal backtracking.